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Messages - Zxypher

Quote from: Ioncloud on March 03, 2020, 11:13:45 AM
Well, I've been working on updating this to 1.1, I have a few things to get sorted out... but this is my first foray into modding for rimworld so I'm learning as I go... I do have 20+ years of software dev under my belt so it's mostly just figuring out the harmony/verse semantics...

I think the last thing I need to fix is on load all the items in the storage platform burst out and destroy whatever is in the tiles around it >.>

An update to these mods would be amazing. I really miss them.
So I loaded up the source and just re-built it with the B18 dll's and it's working fine for me so far. Use at your own risk I guess. If you want me to remove the links let me know.

[attachment deleted due to age]
I added this to my B18 and it doesn't seem to have thrown any errors yet. Still have to test functionality though. Thanks for this mod I never tested to see if Harvest Yield actually worked before.

EDIT: Sadly it does not appear to actually change the harvest yield. Guess I'll have to wait till 1.0.

EDIT2: I checked more carefully and actually did find an error in the log for B18 if anyone cares to try to fix/patch it.

Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for HarvestYieldPatch.HarmonyPatches ---> System.MissingMethodException: Method not found: 'Verse.Log.Message'.
  --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
  at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.<DoPlayLoad>m__2 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Releases / Re: [B18] A RimWorld of Magic
March 25, 2018, 03:16:50 PM
Sprint broke one of my colonists lol.

Exception ticking Toni: System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.Verb_Sprint.TryCastShot () <0x0032f>
at Verse.Verb.TryCastNextBurstShot () <0x00040>
at Verse.Verb.VerbTick () <0x0005c>
at AbilityUser.PawnAbility.Tick () <0x00099>
at AbilityUser.CompAbilityUser.CompTick () <0x00148>
at TorannMagic.CompAbilityUserMight.CompTick () <0x000c0>
at Verse.ThingWithComps.Tick () <0x00048>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00069>
at Verse.TickList.Tick () <0x002c6>

Releases / Re: [B18] A RimWorld of Magic
January 21, 2018, 12:17:16 PM
I may be having a mod conflict or possibly a bug but Cure Disease doesn't seem to have any effect even at levels 2/3 in everything (Tested on Flu and Infection). Also pawns tend to run back/away before casting magic making it really difficult to use spells while staying in defensive positions (Could this perhaps be Grenade Fix?)

Any ideas? Thanks for your hard work.
Releases / Re: [B18] A RimWorld of Magic
January 11, 2018, 01:47:57 AM
Oh man I've wanted a good magic mod for Rimworld for so long! This is amazing. Any chance we could get another universal skill like Clarity for reducing cooldowns? I would like to be able to shoot more lightning bolts pew pew.

Awesome work!
This mod looks awesome. How are the point costs balanced against say the Centipede?
Support / Re: Delete a faction mid game?
March 04, 2017, 04:30:08 PM
Quote from: nccvoyager on March 04, 2017, 02:51:48 PM
If you undertake this endeavor, I wish you the best of luck.

Thanks for the input, is there any way to flag the faction as defeated? I think that would have the same end effect wouldn't it? I've never defeated an enemy before though so I don't know what the flag is or where it would be.
Support / Delete a faction mid game?
March 04, 2017, 01:05:48 AM
Is there a way using dev tools/a mod/save editor to delete a faction that currently exists? I'm having problems with a mod faction creating an absurd number of raiders and sometimes crashing my game. I'd rather just delete them and be done with it but don't want to start over.

Is this possible?
Pawns freezing and spamming the log with indecision errors. ~Line 660 when giving a pawn a flick order.
Outdated / Re: [A16] eatKenny's Turret Collection
February 21, 2017, 11:49:49 AM
This looks fantastic thanks for maintaining this because I've missed it greatly.
Outdated / Re: [A16]Better Terrain
February 15, 2017, 09:42:37 PM
Quote from: blackhalo on February 15, 2017, 04:10:59 PM

hmmmm.  Never thought of it that way.  I just thought it looked nicer (give a little bit of depth to an otherwise flat world). 

I'll see what I can do about it.

It totally does help break up the large open spaces which I think is good, I just personally hate dealing with all the leftover mountain roofs. I think I can use dev tools to delete them but if there's a way to just not have them made in the first place that'd be sweet. Otherwise I know there are other mods for dealing with it. :)
Outdated / Re: [A16]Better Terrain
February 15, 2017, 09:23:14 AM
Man I'm loving a lot of what this mod does with one notable exception. Those tiny little bits of mountain/hill all over the place. They are often in the way and make lots of overhead mountain which can be rather annoying because of infestations.

Keep up the excellent work!
Outdated / Re: [A16]Better Terrain
February 02, 2017, 09:52:03 PM
Quote from: blackhalo on February 02, 2017, 03:34:11 PM
<--- eagerly anticipating for desrt biomes.

Any suggestions, gameplay wise, for what you want there?

Deserts seemed the toughest to really overhaul since, well, there isn't much to work with.

Deserts are kinda tough. Maybe just some small creeks & maybe oasis? The mountain changes alone should make desert more interesting.
I tried to update this myself but sadly the source code itself seems to need changing. All I could get to work are the basic turrets (M2, AM). I'm trying to fix it but I'm a newbie.